Far Far West preview
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Far Far West Best Weapon Tier List Ranked

Every Far Far West weapon ranked, with unlock tips, upgrade advice, and the best picks for Nightmare difficulty runs.

Larc

Larc

Updated Apr 30, 2026

Far Far West preview

Far Far West throws you into a supernatural western where picking the wrong gun can end a Nightmare run before it starts. There are 16 weapons across primaries, sidearms, and utility slots, and while none of them are useless at low difficulty, the gap between a well-built Quad Cylinder and a stock Elephant Gun on harder content is enormous. This guide breaks down every weapon, explains how to unlock and upgrade them, and tells you which ones are actually worth your time.

All Far Far West weapons

The full arsenal splits into three categories: Primary Weapons, Sidearms, and Utility. Here is the complete list.

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How to unlock weapons in Far Far West

Weapons are not dropped during runs. They are assembled at the Weaponsmith after you gather the right materials. The process, as documented by PlayerAuctions, works like this:

  • Open your Saloon locker and select a weapon to track. You can only track one at a time.
  • Once tracked, that weapon's Fragments start appearing as run rewards. You earn them by completing main objectives, looting hidden caches, and defeating the final bounty boss.
  • Collect all 6 Fragments to complete the blueprint.
  • Head to the Weaponsmith and pay 500 Gold to assemble the weapon.
Full far far west weapon roster

Full far far west weapon roster

How to upgrade weapons in Far Far West

Unlocking a weapon is just step one. Raw stats matter less than a fully upgraded version of the same gun. Here is how the upgrade system works:

  • Use the weapon in combat to earn Weapon XP. XP scales with damage dealt, so higher difficulty content gives faster progression.
  • Spend Gold at the Weaponsmith to improve base stats directly.
  • As the weapon levels up, you unlock Joker Slots. These add elemental effects or specialized buffs to your shots.

The fastest leveling method is to play on the highest difficulty you can reliably clear. Since XP ties directly to damage output, every missed shot is a missed opportunity to progress.

What are the best weapons in Far Far West?

After testing across multiple difficulty levels, here is how the full weapon roster stacks up.

S-tier weapons

Quad Cylinder is the current meta pick for primary weapons. This hybrid rifle-shotgun delivers unrivaled burst damage at medium range and scales exceptionally well with fire rate Jokers. PlayerAuctions identifies it as the top-performing primary, and Destructoid's testing places it in A-tier only because it lacks specialization at base level. Once upgraded, the specialization gap closes entirely.

Winchester (Repeater) is the safest choice for Nightmare runs. Its ammo efficiency and reliability mean you are rarely caught reloading at a bad moment. No other rifle matches it for consistency across all enemy types.

Paterson Navy Revolver dominates the sidearm slot. The headshot multiplier and rapid fanning speed let it melt elite enemies in seconds, making it the clear best-in-slot secondary.

Shotgun earns its place through the pellets per missing bullet perk interaction. At close range with that perk active, it becomes one of the most efficient wave-clearing tools in the game.

Minigun sits at the top tier list for players who position correctly. Its ammo capacity, damage, fire rate, and enemy-piercing capability make it genuinely oppressive. The mobility penalty is real though. You need a safe firing position or it will get you killed.

A-tier weapons

Spitfire Revolving Sniper fills a specific role that no other primary covers: rapid neutralization of high-priority targets from distance. It is essential for high-level play where certain enemies need to die before they reach your squad.

Horse Bow is the go-to for West Wizard builds. The ability to proc elemental fields while staying mobile on horseback gives it tactical value that pure damage numbers do not capture.

Lightning Revolver pairs with electrical spells to stun-lock groups effectively. As a standalone sidearm it is situational, but in a spell-focused build it punches well above its tier.

Dynamite and Energite Bottle round out the utility A-tier. Dynamite handles immediate horde pressure. The Energite Bottle provides area denial and softens armored targets for your primary to finish off.

B-tier and below

Golden Colt is reliable but outclassed by the Paterson Navy Revolver at every skill level. Use it if you have not unlocked the Paterson yet.

Tomahawk offers high single-target impact and can be retrieved after use, which gives it niche value in the right situations.

Elephant Gun is the most divisive weapon in the roster. Its damage range of 1 to 400 sounds exciting until you realize that inconsistency is a death sentence on Nightmare. Fun on lower difficulties, genuinely unreliable where it matters.

Revolver (Starter), Boomerang, and Throwing Stars all sit in C-tier. The starter Revolver gets replaced the moment you have 500 Gold for anything better. The Boomerang and Throwing Stars have interesting mechanics but lack the stopping power needed for serious content.

Which primary weapon should you start with?

If you are new to Far Far West, track the Quad Cylinder or Winchester first. Both are forgiving to learn, work across multiple build types, and stay competitive into endgame content. The Minigun and Shotgun are stronger in optimal conditions but punish positional mistakes more harshly.

For sidearms, go straight for the Paterson Navy Revolver. The headshot multiplier is the highest in its category and the fanning speed makes it genuinely useful rather than a backup option you never touch.

For more weapon guides and build strategies across the games you are playing right now, browse more guides at GAMES.GG.

Guides

updated

April 30th 2026

posted

April 30th 2026